this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new, larger territory maps in skirmish mode. new experience ranks and bonuses (regiments improve up to 2000 exp points). 100+ special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations included are Australia, Belgium, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans more nations and territories available for WW2 mode, see images for details.

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Add media Report RSS new Ambush regiment for SP maps (view original)
new Ambush regiment for SP maps
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Gizmotron Author
Gizmotron - - 1,080 comments

any suggestions for other regiments in this style? the first one I was thinking of was perhaps having the "Long Range Desert Group" pop a few ambushes on the Germans in the future.

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HetzerHetz
HetzerHetz - - 435 comments

Sounds good to me, Or Popski's (sp?) Private Army too could work.

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TheLastSterling
TheLastSterling - - 92 comments

My guess have them as a fast machine gun armed jeep/truck recon regiment. They should be effective against buildings too(they used alot of incendiary rounds iirc).

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flames09
flames09 - - 425 comments

Sounds good so far, great work man!

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C@H@I
C@H@I - - 72 comments

I wonder whether the AIs will be tricked by this.

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Gizmotron Author
Gizmotron - - 1,080 comments

players have to make visual contact on the main screen to see these 'invisible' regiments. the AI appears to be able to see everything that's illuminated by their field of vision at all times. this regiment is clearly less effective against the AI.

however, my experiments have shown that if this regiment is not within the normal visible range the AI can't detect them. if there's a radar scan the AI doesn't seem capable of finding it if it's not already within visual range.

these 'invisible' regiments are best used in combination with the 'Fog of War' special op. it allows them to bypass enemy forces more easily and attack them from behind. it's particularly effective against tanks in forests and cities (where they suffer from lower detection range already) using 'Fog' on tanks in forests will render them nearly blind. so that's the best time to use regiments like this.

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tastycement
tastycement - - 11 comments

keep up the good work man!

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TheLastSterling
TheLastSterling - - 92 comments

Here's an idea: give the commando regiment the ability to deploy booby traps(modified minefield).

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Gizmotron Author
Gizmotron - - 1,080 comments

good idea. I was planning on making them more like marines (with bayonet attacks. but I could do an even split: four marine-based units and four engineer based units. that would give them some good melee fighting and make them more versatile. they'd be like the Chindit Regiment on steroids.

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Guest
Guest - - 692,934 comments

HI gays

How are you.

Many chinese play this game too.

They play it on haofang

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Gizmotron Author
Gizmotron - - 1,080 comments

hi. thanks for commenting. hope you get a chance to try the mod and have fun with it. (I don't play online games anymore, though)

also, consider trying the "Modern Combat" mod when that comes out. that looks very exciting.

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Guest
Guest - - 692,934 comments

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Guest
Guest - - 692,934 comments

its me sterling: you dont need to do that, just change the animation file so that the unit can do both animation. The file should be templatecharactercomponent.

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TheLastSterling
TheLastSterling - - 92 comments

To add: I've been able to add grenade attack and smg to engineers, nd gave smg units the melee attack by doing this.

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Gizmotron Author
Gizmotron - - 1,080 comments

ah, interesting. we've tried adding paratroopers with bayonet attacks and failed repeatedly. would the key to fixing this problem be updating the templatecharacter component so that the missing animations are there? I know that we can add as many a LOT of different attacks.

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BlackeyeVuk
BlackeyeVuk - - 48 comments

Hey Gizmotron , since you know Time's Gate is kaput, any mod for Kohan 2? Kohan 2 and Axis and Allies have similar RTS stuff, one is made like fantasy , and with good story, and even better gameplay.

Its kinda sad that we forgot about Kohan 2 game.. I would kill for new generation game like those two. :(

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Gizmotron Author
Gizmotron - - 1,080 comments

I've played through Kohan II and liked it. I really enjoyed the way they handled monsters and bandits. the fact that they just spread out and cover the map was a nice variable that could turn predictable games into something more unpredictable.

the custom-built regiment interface is also very nice.

I'm not a big fan of fantasy games though-- so once I beat the SP campaign I didn't play it all that much.

the main reason I got it was because the game engine was nearly identical to A&A. Kohan II had some features already built in that I very much wanted to graft into A&A.

I think A&A is a better game overall. the WW2 Metagame with it's randomly generated maps adds a LOT to the overall gaming experience. if I could graft in the custom regiment menu from Kohan II into A&A that would be great. on the other hand, if we could transform the A&A World War 2 Metagame into something playable with Kohan II that would be the best thing a modder could do.

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TheLastSterling
TheLastSterling - - 92 comments

Here's an idea: Special Ops historical Divisions. Have some generals the ability to spawn a historical division that they commanded such as 7th panzer for rommel and the desert rats for monty. This is can be done by putting in the code that prevents spawning more than 1 corp hq into the the historical divisions code and by adding "numbered = false". This can apply to historical regiments as well; 442th Infantry Regiment, just have them be able to resupply with zones of supply with being attached.

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Description

I was tinkering with the Guadalcanal map this morning. I changed all of the battleships to destroyers and cruisers. this helps make the map a lot easier to play. actually, with their high rate of fire I prefer destroyers for naval support.

I also replaced all of the ambush regiment spawns. in the original game you had 18-20 normal Commando regiments spawn at certain points on the map. I decided that I wanted these regiments to be larger and invisible on the MiniMap radar. but there was still a problem, those giant colored banners-- so I added invisible banners. it feels more like a legitimate ambush since you don't have a giant colored banner to reveal the enemy position! the left-hand shot shows an ambush in action. the right-hand shot shows how it looks in the editor. suffice to say that this is a regiment that is VERY easy to lose track of during a game. overall I still like having banners for regular regiments-- and I don't think I would want to have bannerless regiments deployed from an HQ. of course, if the regiment gains enough experience points you'll see the experience rank-- but since these regiments are unable to be attached, they don't normally live that long.

for now this would only be available through the map editor for custom-built missions.